Пример #1
0
        private void parseMaterialList(BinaryReader br, String path)
        {
            // the number of Vertexes
            int num = br.ReadInt32 ();
            Log.Debug("PMD", "MATERIAL: " + num.ToString());
            if (num > 0) {
                int acc = 0;
                Material = new Material[num];
                for (int i = 0; i < num; i++) {
                    Material m = new Material();

                    m.diffuse_color		= Util.ReadFloats(br, 4);
                    m.power				= br.ReadSingle();
                    m.specular_color	= Util.ReadFloats(br, 3);
                    m.emmisive_color	= Util.ReadFloats(br, 3);

                    m.toon_index		= (byte)(br.ReadByte() + 1);
                    m.edge_flag			= br.ReadByte();
                    m.face_vert_count	= br.ReadInt32();
                    m.texture			= Util.ReadString(br, 20);

                    m.face_vert_offset	= acc;
                    acc = acc + m.face_vert_count;

                    Material[i] = m;
                }
                Log.Debug("PMD", "CHECKSUM IN MATERIAL: " + acc.ToString());
            } else {
                Material = null;
            }
        }
Пример #2
0
 private void reconstructMaterial1(Material mat, int offset, Dictionary<Dictionary<int, int>, ByteBuffer> rename_pool, int max_bone)
 {
     var rename = new Dictionary<int, int>();
     int acc = 0;
     for (int j = offset; j < mat.face_vert_count; j += 3) {
         int acc_prev = acc;
         acc = renameBone1(rename, mat.face_vert_offset + j + 0, acc);
         acc = renameBone1(rename, mat.face_vert_offset + j + 1, acc);
         acc = renameBone1(rename, mat.face_vert_offset + j + 2, acc);
         if (acc > max_bone) {
             RenderList mat_new = buildNewMaterial(mat, offset, j, rename, rename_pool, acc_prev);
             RenderLists.Add(mat_new);
             reconstructMaterial1(mat, j, rename_pool, max_bone);
             return;
         }
     }
     RenderList mat_new2 = buildNewMaterial(mat, offset, mat.face_vert_count, rename, rename_pool, max_bone);
     RenderLists.Add(mat_new2);
 }
Пример #3
0
        private RenderList buildNewMaterial(Material mat_orig, int offset, int count, Dictionary<int, int> rename, Dictionary<Dictionary<int, int>, ByteBuffer> rename_pool, int max_bone)
        {
            RenderList mat = new RenderList();
            mat.material = mat_orig;
            mat.face_vert_offset = mat_orig.face_vert_offset + offset;
            mat.face_vert_count  = count - offset;
            mat.bone_num = rename.Count;

            // find unoverwrapped hash
            foreach(var pool in rename_pool) {
                var map = pool.Key;
                var bb = pool.Value;

                // check mapped
                foreach(var entry in rename) {
                    if(map.ContainsKey(entry.Key)) {
                        bb = null;
                    }
                }

                // find free byte buffer
                if(bb != null) {
                    rename_pool.Remove(map);
                    mat.weight = bb;
                    buildBoneRenamedWeightBuffers(mat, rename, max_bone);

                    foreach (var i in rename) {
                        map [i.Key] = i.Value;
                    }
            //					map.putAll(rename);
                    rename_pool[map] = bb;
                    Log.Debug("PMD", "Reuse buffer");
                    return mat;
                }
            }

            // allocate new buffer
            Log.Debug("PMD", "Allocate new buffer");
            allocateWeightBuffer(mat, rename);
            buildBoneRenamedWeightBuffers(mat, rename, max_bone);

            var new_map = new Dictionary<int, int>(rename);
            rename_pool[new_map] = mat.weight;

            Log.Debug("PMD", "rename Bone for Material #" + mat.material.face_vert_offset + ", bones " + offset.ToString());
            foreach (var b in rename) {
                Log.Debug("PMD", String.Format("ID {0}: bone {1}", b.Value, b.Key));
            }
            return mat;
        }